using System;
using System.Collections.Generic;
namespace BaseGames.AI
{
/// fluent builder:声明层的唯一入口。构建出不可变 AiGraph。
public sealed class BrainBuilder
{
readonly Dictionary _states = new Dictionary();
readonly List _globals = new List();
string _entry;
public BrainBuilder Entry(string stateName)
{
_entry = stateName;
return this;
}
public StateBuilder State(string name)
{
if (!_states.TryGetValue(name, out var s))
{
s = new AiState(name);
_states[name] = s;
}
return new StateBuilder(s);
}
public GlobalBuilder Global() => new GlobalBuilder(this);
///
/// 要求状态已被声明(含行为回调)。模块给"别人声明的态"挂边前调用。
/// 未声明即抛——否则 State() 会静默新建一个空态,敌人杵着不动且无任何报错。
///
public void RequireState(string name)
{
if (!_states.ContainsKey(name))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{name}' 尚未声明。请先声明它的行为(AiStateFragments.* 或 State(name)),再挂转换。");
}
internal void AddGlobal(Transition t) => _globals.Add(t);
public AiGraph Build()
{
if (string.IsNullOrEmpty(_entry))
throw new InvalidOperationException("BrainBuilder: 未设置 Entry 状态。");
if (!_states.ContainsKey(_entry))
throw new InvalidOperationException($"BrainBuilder: Entry 状态 '{_entry}' 未声明。");
foreach (var s in _states.Values)
foreach (var t in s.Transitions)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 状态 '{s.Name}' 的转换指向未声明状态 '{t.Target}'。");
foreach (var t in _globals)
if (!_states.ContainsKey(t.Target))
throw new InvalidOperationException(
$"BrainBuilder: 全局转换指向未声明状态 '{t.Target}'。");
return new AiGraph(_entry, _states, _globals);
}
public sealed class StateBuilder
{
readonly AiState _state;
internal StateBuilder(AiState state) { _state = state; }
public StateBuilder OnEnter(Action fn) { _state.OnEnter = fn; return this; }
public StateBuilder Tick(Action fn) { _state.OnTick = (c, _) => fn(c); return this; }
public StateBuilder Tick(Action fn) { _state.OnTick = fn; return this; }
public StateBuilder OnExit(Action fn) { _state.OnExit = fn; return this; }
public TransitionBuilder To(string target) => new TransitionBuilder(this, _state, target);
}
public sealed class TransitionBuilder
{
readonly StateBuilder _stateBuilder;
readonly AiState _state;
readonly string _target;
internal TransitionBuilder(StateBuilder sb, AiState state, string target)
{ _stateBuilder = sb; _state = state; _target = target; }
///
/// 条件转换。label 为可读标签(用于 Mermaid 边 / trace 触发原因),
/// C# 9 环境下需显式传入;不传则回退为 "cond"。
///
public StateBuilder When(Func cond, string label = null)
{
_state.AddTransition(Transition.OnCondition(_target, cond, label ?? "cond"));
return _stateBuilder;
}
/// 事件转换。
public StateBuilder OnEvent(AiSignal evt)
{
_state.AddTransition(Transition.OnEvent(_target, evt));
return _stateBuilder;
}
/// 在本状态停留 seconds 秒后转换(读 runtime 的状态计时器)。
public StateBuilder After(float seconds)
{
_state.AddTransition(Transition.OnCondition(
_target, c => AiRuntime.TimeInState(c) >= seconds, $"after {seconds}s"));
return _stateBuilder;
}
}
public sealed class GlobalBuilder
{
readonly BrainBuilder _owner;
string _pendingTarget;
internal GlobalBuilder(BrainBuilder owner) { _owner = owner; }
public GlobalBuilder To(string target) { _pendingTarget = target; return this; }
public GlobalBuilder OnEvent(AiSignal evt)
{
if (_pendingTarget == null)
throw new System.InvalidOperationException("Global(): 请先调用 To(target) 再 OnEvent/When。");
_owner.AddGlobal(Transition.OnEvent(_pendingTarget, evt));
return this;
}
public GlobalBuilder When(Func cond, string label = null)
{
if (_pendingTarget == null)
throw new System.InvalidOperationException("Global(): 请先调用 To(target) 再 OnEvent/When。");
_owner.AddGlobal(Transition.OnCondition(_pendingTarget, cond, label ?? "cond"));
return this;
}
}
}
}